123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114 |
- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __PHYSICS_ACTOR_H__
- #define __PHYSICS_ACTOR_H__
- /*
- ===================================================================================
- Actor physics base class
- An actor typically uses one collision model which is aligned with the gravity
- direction. The collision model is usually a simple box with the origin at the
- bottom center.
- ===================================================================================
- */
- class idPhysics_Actor : public idPhysics_Base {
- public:
- CLASS_PROTOTYPE( idPhysics_Actor );
- idPhysics_Actor( void );
- ~idPhysics_Actor( void );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- // get delta yaw of master
- float GetMasterDeltaYaw( void ) const;
- // returns the ground entity
- idEntity * GetGroundEntity( void ) const;
- // align the clip model with the gravity direction
- void SetClipModelAxis( void );
- public: // common physics interface
- void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
- idClipModel * GetClipModel( int id = 0 ) const;
- int GetNumClipModels( void ) const;
- void SetMass( float mass, int id = -1 );
- float GetMass( int id = -1 ) const;
- void SetContents( int contents, int id = -1 );
- int GetContents( int id = -1 ) const;
- const idBounds & GetBounds( int id = -1 ) const;
- const idBounds & GetAbsBounds( int id = -1 ) const;
- bool IsPushable( void ) const;
- const idVec3 & GetOrigin( int id = 0 ) const;
- const idMat3 & GetAxis( int id = 0 ) const;
- void SetGravity( const idVec3 &newGravity );
- const idMat3 & GetGravityAxis( void ) const;
- void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
- void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
- int ClipContents( const idClipModel *model ) const;
- void DisableClip( void );
- void EnableClip( void );
- void UnlinkClip( void );
- void LinkClip( void );
- bool EvaluateContacts( void );
- protected:
- idClipModel * clipModel; // clip model used for collision detection
- idMat3 clipModelAxis; // axis of clip model aligned with gravity direction
- // derived properties
- float mass;
- float invMass;
- // master
- idEntity * masterEntity;
- float masterYaw;
- float masterDeltaYaw;
- // results of last evaluate
- idEntityPtr<idEntity> groundEntityPtr;
- };
- #endif /* !__PHYSICS_ACTOR_H__ */
|